Part 8 - MODELER Character Creation Workflow


Since the release of version 1.6 you are no longer supposed to use COORDINATE to set up 3D Character, Object, or Background files.  The setup tools have been moved into MODELER and, while similar, it isn't as nicely straight-forward as using COORDINATE was.

If you have all the source files for your character (the actual FBX, OBJ, etc., models) and image texture files you can reconstruct characters created with COORDINATE in MODELER, and you'll eventually have to because MODELER cannot import the COORDINATE character files!  I say "eventually" because, right now Clip Studio Paint can still use the "old format" character files, but at some point in the future it may not.

So, to ease the pain of the new process Celsys put together this nifty flowchart.  Of course the original was only available in Japanese.  With the help of the Google Translate app and my cell phone I was able to translate it, then I edited the image with the translations.


CLICK TO VIEW/DOWNLOAD FULL-RES IMAGE


 Points to note when creating 3D character material

The following was auto-translated from the Celsys website.  Be aware the links go to their website and those resources are written in Japanese.  It is suggested you use Google Chrome because it will offer to auto-translate the text of those resources for you IF they are in HTML.  If they are PDF files, however, they cannot be auto-translated for you.



 1 The following figure CLIP STUDIO MODELER character file (. csmc), CLIP STUDIO 3D character file (.cs3c) To create pattern A, it is necessary to split the character's body, face, and hair into separate parts and export them in FBX format . For details, please refer to [Standard bone specification (movable model creation guide)] → [CELSYS CHARACTER format part] . 
Note: The Standard Bone Spec manual is a PDF file that cannot be auto-translated.  However, I converted it into a (very long) single HTML page and auto-translated the text.  You can download it with the other Legacy Manuals HERE, as the bone spec has not changed from the old model format.

However, it is MUCH easier to just download the Sample Files from which you can extract the bones and transplant them into your own models without having to rig everything from scratch.  Also be aware that ONLY models using the Standard Bones can adopt Poses dropped onto them.  That said, you can extend the standard skeleton with custom parts (like a tail or extra arms, etc) so long as you're aware standard pose data will ignore the extra appendages.  That's a good argument for bundling some custom, signature poses with your mutant/animal characters.

 2 Depending on the coordinate system of software that exports FBX, it may be necessary to rotate the model after importing it to MODELER. 

 3 For bone name / structure / coordinate axis, please confirm [specification of standard bone (movable model creation guide)] for details. Regarding the shape (posture) of the model, if you prepare it according to the Sample Data  [Setup of bone included model] , you can effectively utilize the Celsys pose data. 

 4 As for the shape (posture) of the model, if you create it according to the Sample Data [Setup of bone included model] , you can effectively utilize the Celsys pose data. 

 5 The software coordinate system with the right-handed Y-up are Autodesk Maya, Softimage, Shade, modo, etc. However since the Celsys distribution model is created in Autodesk Maya, it is recommended you export FBX in Autodesk Maya (version 2014) if possible.
Note: Yes, ironically Celsys makes their models in Autodesk Maya, and NOT their own Modeler program!  Autodesk Maya is some pretty expensive software, but don't worry if you don't have it.  Clip Studio will import a number of older FBX versions.  I couldn't find a definitive list, but I believe this is how the FBX file version numbers relate to the Autodesk Maya releases:
FBX 6.1 = Autodesk 2006 (Cheetah3D v6+ and Blender 2.6.8 can also export in this format)
FBX 7.1 = Autodesk 2011 (Minimum version for import to Blender 2.7+)
FBX 7.2 = Autodesk 2012 ("old" format Celsys model parts)
FBX 7.3 = Autodesk 2013 (max version for FBX Converter 2013)
FBX 7.4 = Autodesk 2014 - 2015 (Blender 2.7+ can import/export this)
FBX 7.5 = Autodesk 2016 - 2018 (Cheetah3D v7 can export in this)

Clip Studio can import FBX 6.1 to 7.4, it cannot yet import FBX 7.5!  If you must export files in 6.1 then for better compatibility I strongly recommend using the (no longer maintained) FBX Converter 2013 from Autodesk to convert it to 7.3 before importing it to the Clip Studio apps.

 6 For the name / structure / coordinate axes of standard bones , please refer to [Standard bone specification (movable model creation guide)] for details. 

※ 7 If you do not set the height, the scales may not match the background of Celsys distribution, accessories etc.  Heights are measured in centimeters. 

 8 By performing [Standard bone mapping], you can assign a standard bone to a 3D model with a bone name / structure / coordinate axis different from the standard bone. 3D models with [Standard bone mapping] can be used with CLIP STUDIO PAINT. For [Standard bone mapping],please check [CLIP STUDIO MODELER User Guide] → [Standard bone mapping mode] . 

 9 By performing [Standard bone creation], you can insert standard bones for 3D models without bones. The 3D model on which [Standard bone creation] was performed can be used with CLIP STUDIO PAINT. For [Standard bone creation],please check [CLIP STUDIO MODELER User Guide] → [Standard bone creation mode] . 

 10 If you do not add an accessory, this process is not necessary. But if you do include accessories you need to "attach" them to a bone where the character would normally use it.  For example, a headband would be attached to the "head" bone, a hair ribbon to a "hair" bone, a baseball bat to the character's "hand" bone.  That way when you select it from the character options it appears where it belongs, and will move with the character as you pose it.

 11 If you do not add an accessory, this process is not necessary. 
※ 12 When accessory physical settings are to be used with CLIP STUDIO MODELER, it is necessary to set a bone in the accessory. 
NOTE: Some accessory objects can have their own bones to "pose" them.  For example, the hinge "joint" on a laptop so you can either open or close it, rabbit ears with their own joints, etc.

 13 Add rigid bones and joints to the skirt in this process for a character with an added skirt → If you perform [Skirt setting] in the subsequent process, the physical setting in [Skirt setting] will be applied. 

 14 If there is no skirt in the character, this process is not necessary. 

 15 In order to use the character's [skirt setting] function at CLIP STUDIO MODELER, it is necessary to register the material of the skirt part individually before exporting the model data. (If bones are added to the skirt part, it is also possible to physically set the skirt using [rigid body and joint], but by using the [skirt setting] function you can easily perform physical setting of high quality skirts For [Skirt setting] , please check [CLIP STUDIO MODELER User Guide] → [Skirt setting mode] . 

 16 If you do not change facial expressions, this process is not necessary.

 17 In order to perform [Add Facial Expression] with CLIP STUDIO MODELER, it is necessary to set one material 1 texture for the character's face. For details on editing the texture used on the face, please refer to [CLIP STUDIO MODELER User's Guide] → [Edit texture of facial expression] . 
Note: If you want to create facial expressions for your character you'll need to construct a layered .PSD (Photoshop) format file with textures for all of the different facial components.  This file needs to be structured with layers ordered and named in a specific way.  You can read more about how to do that in Part 6 of this guide.  Then, in MODELER it is just a matter of selecting the "Face" (i.e., Head) in the "Character Configuration" palette and the little "clipboard" looking thing in the bottom right corner, navigate to the PSD file and import it.  If you did it right all the different sets of face, eye, and mouth textures will automatically be imported.
IMPORTANT - you can only have swappable facial expression textures if you are using a "split" character with separate model parts for the body, head, and hair.  If the head isn't a separate model you cannot swap out facial expressions.

You do NOT need to have Photoshop to do this!  Clip Studio Paint can import/export .PSD files.  Just make sure when you DON'T use "Export" or it will only save the first layer. Use "Save As" and select "Photoshop Document."  You also don't need to create this file from scratch!  DOWNLOAD FACE TEXTURES.

※ 18 Depending on the 3D modeling software that performs FBX export, objects may not function properly with CLIP STUDIO MODELER. With CLIP STUDIO PAINT, then the objects can not be used.
Note: the translation says "shapes" but I *think* it means the accessory objects you bundle with a character?  Or it might be talking about the textures applied to the FBX model?  I'm not sure.  But either way, if you bundle an accessory/object with a character it is exclusive to THAT character, you can't use it independently from that character.  If they mean textures, you have to make sure that the textures that go on a model are in the same root level as the model file itself.  If the textures are in a sub-folder they won't work.  This is true no matter what format the file is you import.  For OBJ files you'll probably have to manually edit the paths to the textures in the .MTL file.



Original File: https://howto.clip-studio.com/library/page/view/clipstudiomodeler_005_001_003

PART 7

1 comment:

Unknown said...

Super useful!!! Thanks. I can't believe that more material presented in English does not exist to aid the creation of boned custom models for Clip Studio. You are a ray of sunshine in a dark cave of non-support. You'd think with Celsys rolling out a subscription model obviously aimed at professionals ....